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pub use gfx_graphics::{Filter, Flip, Texture, TextureContext, TextureSettings};
pub use piston::event_loop::*;
pub use piston::input::*;
pub use piston::window::*;
pub use piston::*;
pub use shader_version::OpenGL;

use gfx_graphics::{Gfx2d, GfxGraphics};
use graphics::Context;
use std::error::Error;
use std::time::Duration;

/// Actual device used by Gfx backend.
pub type GfxDevice = gfx_device_gl::Device;
/// Actual factory used by Gfx backend.
pub type GfxFactory = gfx_device_gl::Factory;
/// Actual gfx::Stream implementation carried by the window.
pub type GfxEncoder = gfx::Encoder<gfx_device_gl::Resources, gfx_device_gl::CommandBuffer>;
/// Glyph cache.
pub type Glyphs = gfx_graphics::GlyphCache<
    'static,
    gfx_device_gl::Factory,
    gfx_device_gl::Resources,
    gfx_device_gl::CommandBuffer,
>;
/// 2D graphics.
pub type G2d<'a> = GfxGraphics<'a, gfx_device_gl::Resources, gfx_device_gl::CommandBuffer>;
/// Texture type compatible with `G2d`.
pub type G2dTexture = Texture<gfx_device_gl::Resources>;
/// Texture context.
pub type G2dTextureContext =
    TextureContext<gfx_device_gl::Factory, gfx_device_gl::Resources, gfx_device_gl::CommandBuffer>;

/// Contains everything required for controlling window, graphics, event loop.
#[cfg(not(feature = "glutin"))]
pub struct PistonWindow<W: Window> {
    /// The window.
    pub window: W,
    /// GFX encoder.
    pub encoder: GfxEncoder,
    /// GFX device.
    pub device: gfx_device_gl::Device,
    /// Output frame buffer.
    pub output_color: gfx::handle::RenderTargetView<gfx_device_gl::Resources, gfx::format::Srgba8>,
    /// Output stencil buffer.
    pub output_stencil:
        gfx::handle::DepthStencilView<gfx_device_gl::Resources, gfx::format::DepthStencil>,
    /// Gfx2d.
    pub g2d: Gfx2d<gfx_device_gl::Resources>,
    /// Event loop state.
    pub events: Events,
    /// The factory that was created along with the device.
    pub factory: gfx_device_gl::Factory,
}

#[cfg(feature = "glutin")]
extern crate glutin_window;
#[cfg(feature = "glutin")]
use self::glutin_window::GlutinWindow;
/// Contains everything required for controlling window, graphics, event loop.
#[cfg(feature = "glutin")]
pub struct PistonWindow<W: Window = GlutinWindow> {
    /// The window.
    pub window: W,
    /// GFX encoder.
    pub encoder: GfxEncoder,
    /// GFX device.
    pub device: gfx_device_gl::Device,
    /// Output frame buffer.
    pub output_color: gfx::handle::RenderTargetView<gfx_device_gl::Resources, gfx::format::Srgba8>,
    /// Output stencil buffer.
    pub output_stencil:
        gfx::handle::DepthStencilView<gfx_device_gl::Resources, gfx::format::DepthStencil>,
    /// Gfx2d.
    pub g2d: Gfx2d<gfx_device_gl::Resources>,
    /// Event loop state.
    pub events: Events,
    /// The factory that was created along with the device.
    pub factory: gfx_device_gl::Factory,
}

impl<W> BuildFromWindowSettings for PistonWindow<W>
where
    W: Window + OpenGLWindow + BuildFromWindowSettings,
{
    fn build_from_window_settings(
        settings: &WindowSettings,
    ) -> Result<PistonWindow<W>, Box<dyn Error>> {
        // Turn on sRGB.
        let settings = settings.clone().srgb(true);

        // Use OpenGL 3.2 by default, because this is what window backends
        // usually do.
        let api = settings
            .get_maybe_graphics_api()
            .unwrap_or(Api::opengl(3, 2));
        let samples = settings.get_samples();

        let opengl =
            OpenGL::from_api(api).expect("Could not detect OpenGL version from graphics API");

        Ok(PistonWindow::new(opengl, samples, settings.build()?))
    }
}

fn create_main_targets(
    dim: gfx::texture::Dimensions,
) -> (
    gfx::handle::RenderTargetView<gfx_device_gl::Resources, gfx::format::Srgba8>,
    gfx::handle::DepthStencilView<gfx_device_gl::Resources, gfx::format::DepthStencil>,
) {
    use gfx::format::{DepthStencil, Format, Formatted, Srgba8};
    use gfx::memory::Typed;

    let color_format: Format = <Srgba8 as Formatted>::get_format();
    let depth_format: Format = <DepthStencil as Formatted>::get_format();
    let (output_color, output_stencil) =
        gfx_device_gl::create_main_targets_raw(dim, color_format.0, depth_format.0);
    let output_color = Typed::new(output_color);
    let output_stencil = Typed::new(output_stencil);
    (output_color, output_stencil)
}

impl<W> PistonWindow<W>
where
    W: Window,
{
    /// Creates a new piston window.
    pub fn new(opengl: OpenGL, samples: u8, mut window: W) -> Self
    where
        W: OpenGLWindow,
    {
        let (device, mut factory) =
            gfx_device_gl::create(|s| window.get_proc_address(s) as *const _);

        let (output_color, output_stencil) = {
            let aa = samples as gfx::texture::NumSamples;
            let draw_size = window.draw_size();
            let dim = (
                draw_size.width as u16,
                draw_size.height as u16,
                1,
                aa.into(),
            );
            create_main_targets(dim)
        };

        let g2d = Gfx2d::new(opengl, &mut factory);
        let encoder = factory.create_command_buffer().into();
        let events = Events::new(EventSettings::new());
        PistonWindow {
            window: window,
            encoder: encoder,
            device: device,
            output_color: output_color,
            output_stencil: output_stencil,
            g2d: g2d,
            events: events,
            factory: factory,
        }
    }

    /// Creates context used to create and update textures.
    pub fn create_texture_context(&mut self) -> G2dTextureContext {
        TextureContext {
            factory: self.factory.clone(),
            encoder: self.factory.create_command_buffer().into(),
        }
    }

    /// Loads font from a path.
    pub fn load_font<P: AsRef<std::path::Path>>(
        &mut self,
        path: P,
    ) -> Result<Glyphs, std::io::Error> {
        Glyphs::new(
            path,
            TextureContext {
                factory: self.factory.clone(),
                encoder: self.factory.create_command_buffer().into(),
            },
            TextureSettings::new(),
        )
    }

    /// Renders 2D graphics.
    ///
    /// Calls the closure on render events.
    /// There is no need to filter events manually, and there is no overhead.
    pub fn draw_2d<E, F, U>(&mut self, e: &E, f: F) -> Option<U>
    where
        W: OpenGLWindow,
        E: GenericEvent,
        F: FnOnce(Context, &mut G2d, &mut gfx_device_gl::Device) -> U,
    {
        if let Some(args) = e.render_args() {
            self.window.make_current();
            let device = &mut self.device;
            let res = self.g2d.draw(
                &mut self.encoder,
                &self.output_color,
                &self.output_stencil,
                args.viewport(),
                |c, g| f(c, g, device),
            );
            self.encoder.flush(device);
            Some(res)
        } else {
            None
        }
    }

    /// Renders 3D graphics.
    ///
    /// Calls the closure on render events.
    /// There is no need to filter events manually, and there is no overhead.
    pub fn draw_3d<E, F, U>(&mut self, e: &E, f: F) -> Option<U>
    where
        W: OpenGLWindow,
        E: GenericEvent,
        F: FnOnce(&mut Self) -> U,
    {
        if let Some(_) = e.render_args() {
            self.window.make_current();
            let res = f(self);
            self.encoder.flush(&mut self.device);
            Some(res)
        } else {
            None
        }
    }

    /// Let window handle new event.
    /// Cleans up after rendering and resizes frame buffers.
    pub fn event<E: GenericEvent>(&mut self, event: &E) {
        use gfx::memory::Typed;
        use gfx::Device;

        if let Some(_) = event.after_render_args() {
            // After swapping buffers.
            self.device.cleanup();
        }

        // Check whether window has resized and update the output.
        let dim = self.output_color.raw().get_dimensions();
        let (w, h) = (dim.0, dim.1);
        let draw_size = self.window.draw_size();
        if w != draw_size.width as u16 || h != draw_size.height as u16 {
            let dim = (
                draw_size.width as u16,
                draw_size.height as u16,
                dim.2,
                dim.3,
            );
            let (output_color, output_stencil) = create_main_targets(dim);
            self.output_color = output_color;
            self.output_stencil = output_stencil;
        }
    }
}

impl<W> Window for PistonWindow<W>
where
    W: Window,
{
    fn should_close(&self) -> bool {
        self.window.should_close()
    }
    fn set_should_close(&mut self, value: bool) {
        self.window.set_should_close(value)
    }
    fn size(&self) -> Size {
        self.window.size()
    }
    fn draw_size(&self) -> Size {
        self.window.draw_size()
    }
    fn swap_buffers(&mut self) {
        self.window.swap_buffers()
    }
    fn wait_event(&mut self) -> Event {
        Window::wait_event(&mut self.window)
    }
    fn wait_event_timeout(&mut self, timeout: Duration) -> Option<Event> {
        Window::wait_event_timeout(&mut self.window, timeout)
    }
    fn poll_event(&mut self) -> Option<Event> {
        Window::poll_event(&mut self.window)
    }
}

impl<W> AdvancedWindow for PistonWindow<W>
where
    W: AdvancedWindow,
{
    fn get_title(&self) -> String {
        self.window.get_title()
    }
    fn set_title(&mut self, title: String) {
        self.window.set_title(title)
    }
    fn get_automatic_close(&self) -> bool {
        self.window.get_automatic_close()
    }
    fn set_automatic_close(&mut self, value: bool) {
        self.window.set_automatic_close(value);
    }
    fn get_exit_on_esc(&self) -> bool {
        self.window.get_exit_on_esc()
    }
    fn set_exit_on_esc(&mut self, value: bool) {
        self.window.set_exit_on_esc(value)
    }
    fn set_capture_cursor(&mut self, value: bool) {
        self.window.set_capture_cursor(value)
    }
    fn show(&mut self) {
        self.window.show()
    }
    fn hide(&mut self) {
        self.window.hide()
    }
    fn get_position(&self) -> Option<Position> {
        self.window.get_position()
    }
    fn set_position<P: Into<Position>>(&mut self, pos: P) {
        self.window.set_position(pos)
    }
    fn set_size<S: Into<Size>>(&mut self, size: S) {
        self.window.set_size(size)
    }
}

impl<W> EventLoop for PistonWindow<W>
where
    W: Window,
{
    fn get_event_settings(&self) -> EventSettings {
        self.events.get_event_settings()
    }

    fn set_event_settings(&mut self, settings: EventSettings) {
        self.events.set_event_settings(settings);
    }
}

impl<W> Iterator for PistonWindow<W>
where
    W: Window,
{
    type Item = Event;

    /// Returns next event.
    /// Cleans up after rendering and resizes frame buffers.
    fn next(&mut self) -> Option<Self::Item> {
        if let Some(e) = self.events.next(&mut self.window) {
            self.event(&e);
            Some(e)
        } else {
            None
        }
    }
}